Saint Items: Difference between revisions

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The chakram can be wielded as a martial, finesse 1d6 slashing weapon that grants +1 bonus to attack and damage rolls when used as a melee weapon.  It has the thrown property, and has a range of 60 feet.
The chakram can be wielded as a martial, finesse 1d6 slashing weapon that grants +1 bonus to attack and damage rolls when used as a melee weapon.  It has the thrown property, and has a range of 60 feet.


When thrown, the wielder chooses 5 targets (objects, locations or creatures) within range of the wielder that they can see.  A target can be chosen multiple times.  A gust of wind wraps itself around the wielder's arm and the chakram, to guide the chakram to its intended targets, ricocheting off these targets in a random pattern.  The chakram always returns to its wielder after every throw.
When thrown, the wielder chooses 5 targets (objects, locations or creatures) within range of the wielder that they can see.  A target can be chosen multiple times.  A gust of wind wraps itself around the wielder's arm and the chakram, to guide the chakram to its intended targets, ricocheting off these targets in the order specified.  The chakram always returns to its wielder after every throw.


Each target, if it is a creature, must make a dexterity saving throw of DC 14, taking 1 force damage if it fails.
Each target, if it is a creature, must make a dexterity saving throw of DC 14, taking 1 force damage if it fails.


If a target is an object that is 5 pounds or lighter and is neither worn nor carried, the object returns with the chakram.
If a target is an object that is 5 pounds or lighter and is neither worn nor carried, the object returns with the chakram.
If the target is an object that can be interacted with by hitting or pulling, such as a button or lever, the chakram activates the object.




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''Requires Attunement''
''Requires Attunement''


These thick, vivid green leather boots were made by Saint Nomiri of Malachite. They seem to be incredibly well made, and feel extremely light when worn, and once laced almost feel like you could run forever.
These thick, vivid green leather boots were made by Saint Nomiri of Malachite. They seem to be incredibly well made, and feel extremely light when worn, and once laced almost feel like you could run forever.
 
As an action, you may move up to twice your movement speed. During this movement, you provoke opportunity attacks as normal and, because this charge is rather reckless, anyone who makes such an opportunity attack gains advantage on their first attack roll.  In addition, there are several restrictions you must abide by:
 
You must spend at least 10 feet of your movement to 'ready' yourself for your charge.  You do not move during this stage.
 
You must move at least 10 feet during a charge.
 
Your entire charge must be in a straight line with no curving or turning, and must end with a valid target (creature, object or point).
 
You must be able to sense your target's location and the surrounding terrain along your path.
 
Creatures along your path, even if they are allies, must make a dexterity saving throw or take 1d2 bludgeoning damage, or 1d2 piercing if you are wielding a bladed weapon.  They are then pushed 5ft to the side, out of your path.  They lose their reaction against you for the remainder of your turn.


If a creature makes the save, they may harmlessly dodge out of the way and may take an attack of opportunity against you.
You may spend your action to move twice your movement speed in a straight line. Moveable objects along this line are knocked out of the way 5 feet perpendicularly.


Attacks of opportunity landed against you immediately stops your charge.
When you reach a creature along this line, they may choose to leap out of the way by making a Dexterity Save, with the DC equal to 12 plus your proficiency bonus, or they may choose to make an attack of opportunity. If they hit you, your charge stops. If they miss their attack, or fail to make the save, they are pushed 5 feet away perpendicular to you, are dealt damage equivalent to the melee weapon you are wielding (or your Unarmed damage if you are not wielding a melee weapon), and are knocked prone.


If a creature that is not your target obstructs your path and is one or more size-classes above yours, your charge stops at this point.  You bounce 5ft away from this creature and go prone.
If your charge is obstructed by an immovable object such as a wall, and you have not yet moved the entire distance, you are knocked back 5 feet from the object, and are knocked prone.


Objects that block your path, that are immovable (such as a wall, or object larger than you) stop your charge as well.  You bounce 5ft away and go prone.
If you have not used all of your Movement on this turn, you may choose to continue running in a straight line, and the effects remain until you take an action to do something other than activate the boots, or decide to move in a different direction.

Latest revision as of 23:13, 20 July 2023

Neesha's Staff of Building

Requires Attunement

This staff was said to once belong to Saint Neesha of Quartz. This ornate staff is made of black ash with gold finial inlaid. It has what appears to be a solid spiral of quartz embedded into one end.

The staff can be wielded as a magical quarterstaff that grants +1 bonus to attack and damage rolls made with it.

While holding this staff, you can use an action to create a lightweight block within 5 feet of you, that lasts for up to 1 minute, after which it dissolves. The block is a 5ft cube that weighs 30 pounds that is opaque and light red. You may dismiss the block as an action. If the space is not large enough to contain the block, the block does not appear. Attempting to summon more than 3 blocks will immediately dissolve the first block. A block that dissolves does not trigger the dismissal effect. The block may be picked up, moved, or thrown, and can act as 3/4 cover. The block has 5 hitpoints and dissolves if destroyed in this manner.

Upon dismissal, the block explodes, sending shockwaves up to 30 feet in a straight line, emanating from each face of the cube. These shockwaves cause 1d4 force damage to whomever they collide with, and dissipate upon collision. They may be avoided with a DC 14 dexterity check.


Etun's Returning Chakram

Requires Attunement

This thin, circular, open crescent about a foot and a half in diameter has the outer perimeter sharpened to a razor thin edge. It was said to be used by Saint Etun of Iolite. Its blade is made of an incredibly durable material that seems to never dull. Inscribed on its surface are ancient runes surrounding polished gems embedded into the material.

The chakram can be wielded as a martial, finesse 1d6 slashing weapon that grants +1 bonus to attack and damage rolls when used as a melee weapon. It has the thrown property, and has a range of 60 feet.

When thrown, the wielder chooses 5 targets (objects, locations or creatures) within range of the wielder that they can see. A target can be chosen multiple times. A gust of wind wraps itself around the wielder's arm and the chakram, to guide the chakram to its intended targets, ricocheting off these targets in the order specified. The chakram always returns to its wielder after every throw.

Each target, if it is a creature, must make a dexterity saving throw of DC 14, taking 1 force damage if it fails.

If a target is an object that is 5 pounds or lighter and is neither worn nor carried, the object returns with the chakram.

If the target is an object that can be interacted with by hitting or pulling, such as a button or lever, the chakram activates the object.


Kitun's Ring of Immense Strength

Requires Attunement

This ring has an iridescent, unworked blue stone set in a thick, sturdy band of rough gold, but don't let appearances deceive you. This ring was made by Saint Kitun of Opal and houses his strength.

When worn, your carrying capacity (including maximum load and lift) is quadrupled. You also gain advantage on strength checks.


Piri's Gloves of Convection

Requires Attunement

These red leather gloves have a surface that appears almost like boiling lava. They were made by Saint Piri of Agate.

These gloves allow the wearer to spend an action to superheat or supercool an inanimate object within 30 feet of them that is neither worn nor carried, or can be used on a surface or liquid no larger than 5ft in any direction. This can be creating a platform of stone on lava or ice on water. Once per long rest, as a reaction, the wearer may also negate incoming Fire or Cold damage.


Lioteh's Sparkling Cape

Requires Attunement

This cape appears at first glance to be made of a fine golden mesh that couldn't possibly hold up over time, but it's stronger than it appears. It was made by Saint Lioteh of Heliodor.

While wearing this cape, you can use an action to touch the clasp to activate or deactivate it. While active, it projects an illusion that makes you nearly invisible, causing any creature to have disadvantage on attack rolls against you. In addition, while it is active, you have advantage on stealth checks. If you take damage, these properties cease to function until the start of your next turn. These properties are suppressed while you are incapacitated, restrained, or otherwise incapable of moving.

The cape has a maximum of 3 charges, and regains 1d3 expended charges daily at dawn. As an action, you may expend any number of charges, and become invulnerable to non-magical damage for a number of rounds equal to the number of charges expended.


Nomiri's Boots of Momentum

Requires Attunement

These thick, vivid green leather boots were made by Saint Nomiri of Malachite. They seem to be incredibly well made, and feel extremely light when worn, and once laced almost feel like you could run forever.

You may spend your action to move twice your movement speed in a straight line. Moveable objects along this line are knocked out of the way 5 feet perpendicularly.

When you reach a creature along this line, they may choose to leap out of the way by making a Dexterity Save, with the DC equal to 12 plus your proficiency bonus, or they may choose to make an attack of opportunity. If they hit you, your charge stops. If they miss their attack, or fail to make the save, they are pushed 5 feet away perpendicular to you, are dealt damage equivalent to the melee weapon you are wielding (or your Unarmed damage if you are not wielding a melee weapon), and are knocked prone.

If your charge is obstructed by an immovable object such as a wall, and you have not yet moved the entire distance, you are knocked back 5 feet from the object, and are knocked prone.

If you have not used all of your Movement on this turn, you may choose to continue running in a straight line, and the effects remain until you take an action to do something other than activate the boots, or decide to move in a different direction.